Difference between revisions of "A beginner's guide, lesson 2 - Creating a room"

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Save it. (In fact, you should save within the CS on a regular basis. Not necessarily after every tiny change, but certainly after you perform major functions like positioning a room, furnishing it, etc. This is not only to avoid dirty mods but because, although the platform is fairly stable, it is not rock solid. So save, save, and save again.)
Save it. (In fact, you should save within the CS on a regular basis. Not necessarily after every tiny change, but certainly after you perform major functions like positioning a room, furnishing it, etc. This is not only to avoid dirty mods but because, although the platform is fairly stable, it is not rock solid. So save, save, and save again.)


====Creating the New Room====
====Creating the New Room====
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A very long list appears. These are all the possible rooms, walls and corridors already made for us to use. You could use any of them for this; it's a question of design rather than a technical issue. However, we want to look at basements and cellar spaces to be consistent.
A very long list appears. These are all the possible rooms, walls and corridors already made for us to use. You could use any of them for this; it's a question of design rather than a technical issue. However, we want to look at basements and cellar spaces to be consistent.


 
Where are they?  
'''Where are they?'''


You could use the ''Find text'' option to find all the Static objects containing the word basement. You will find 49 of them. There is only one thing to do when building your own mod and that is to try them all.
You could use the ''Find text'' option to find all the Static objects containing the word basement. You will find 49 of them. There is only one thing to do when building your own mod and that is to try them all.
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The lighting is controlled by a set of clickable boxes. Again, you can set values how you like. Most underground spaces in the game are set at a value of 30. Make them a bit brighter if you like. For that totally realistic effect, you could leave them at 0 and manually add light objects in the [[Render Window]]. This however, uses a lot of processor power, and will cripple low spec users. For our basement, let's set the lights at 50. It's a practical compromise between dark and functional. Press '''A''' to switch off the artificial lights to see the effects.  
The lighting is controlled by a set of clickable boxes. Again, you can set values how you like. Most underground spaces in the game are set at a value of 30. Make them a bit brighter if you like. For that totally realistic effect, you could leave them at 0 and manually add light objects in the [[Render Window]]. This however, uses a lot of processor power, and will cripple low spec users. For our basement, let's set the lights at 50. It's a practical compromise between dark and functional. Press '''A''' to switch off the artificial lights to see the effects.  


Use the camera keys to look at the architecture of your new basement. If you are using the suggested piece, you will notice two archways with nothing beyond them. This is because this piece is part of a set, which allows you to extend further. The piece we will use for this is ''BravilFightersGuildBasement02''.  
Use the camera keys to look at the architecture of your new basement. If you are using the suggested piece, you will notice two archways with nothing beyond them. This is because this piece is part of a set, which allows you to extend further. The piece we will use for this is ''BravilFightersGuildBasement02''.  


We need to position this so that it lines up neatly with the archways in the game. However, once again the designers have been a bit helpful here. If we use the 0,0,0 reference trick we have just tried, the piece slots into position automatically. This doesn't work for all objects, but it's a nice shortcut when using pieces that are designed to slot together. At the very least it brings the pieces together so they are easier to drag into position.
We need to position this so that it lines up neatly with the archways in the game. However, once again the designers have been a bit helpful here. If we use the 0,0,0 reference trick we have just tried, the piece slots into position automatically. This doesn't work for all objects, but it's a nice shortcut when using pieces that are designed to slot together. At the very least it brings the pieces together so they are easier to drag into position.


=====Adding a Door=====
=====Adding a Door=====
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In '''World Objects''', select '''Doors''', locate the ''ChorrolDoorMiddleAnim03'' and drop it into the window. Use the object placement techniques we learned in [[A beginner's guide, lesson 1 - The Construction Set Primer|Lesson One]] to put the door in position at the top of the stairs. It's not a perfect fit, but if we put it in front of the rectangular door space it will do the job fine.
In '''World Objects''', select '''Doors''', locate the ''ChorrolDoorMiddleAnim03'' and drop it into the window. Use the object placement techniques we learned in [[A beginner's guide, lesson 1 - The Construction Set Primer|Lesson One]] to put the door in position at the top of the stairs. It's not a perfect fit, but if we put it in front of the rectangular door space it will do the job fine.


=====Adding a Northmarker=====
=====Adding a Northmarker=====
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Now I have had a real problem adding ''Northmarkers'' to the [[Render Window]], but I have found a workaround. Try dragging and dropping from the [[Object Window]] first. Sometimes it works - sometimes it doesn't. If it doesn't here’s what to do. From the '''Static''' list, drag a ''Night Mother Statue Base'' in to the [[Render Window]]. It’s the object just above the ''Northmarker''. Now use search and replace to replace it with the ''Northmarker''. Position the ''Northmarker'' just outside the door and adjust its Z angle to 270 so it faces left in the [[Render Window]] view. Now go to top view and shift it about 5 degrees. This ties in with the marker in the original cellar cell. You can move between the two to confirm the set up.  
Now I have had a real problem adding ''Northmarkers'' to the [[Render Window]], but I have found a workaround. Try dragging and dropping from the [[Object Window]] first. Sometimes it works - sometimes it doesn't. If it doesn't here’s what to do. From the '''Static''' list, drag a ''Night Mother Statue Base'' in to the [[Render Window]]. It’s the object just above the ''Northmarker''. Now use search and replace to replace it with the ''Northmarker''. Position the ''Northmarker'' just outside the door and adjust its Z angle to 270 so it faces left in the [[Render Window]] view. Now go to top view and shift it about 5 degrees. This ties in with the marker in the original cellar cell. You can move between the two to confirm the set up.  


=====Linking the Room to the Tavern=====
=====Linking the Room to the Tavern=====
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Now add a teleport marker to the cellar. Save your mod. Go test it, making sure the door works in both directions.
Now add a teleport marker to the cellar. Save your mod. Go test it, making sure the door works in both directions.


=====Setting Ownership=====
Now let’s make the room belong to the player. First right-click and choose '''Edit''' on the ''ChorroltheOakandcrosierCellarAlternative''. In the '''Interior Data''' section, select the NPC owner and scroll down till you find player. You now own the cellar.


=====Setting Ownership=====
Now let’s add some extra touches. First right-click and choose '''Edit''' on the ''ChorroltheOakandcrosierCellarAlternative''. In the '''Interior Data''' section, select the NPC owner and scroll down till you find player. You now own the cellar.


====Decorating the New Room====
====Decorating the New Room====
I don’t intend to tell you how to decorate your space. Instead I am going to offer tips and pointers.
I don’t intend to tell you how to decorate your space. Instead I am going to offer tips and pointers.




Chairs and Beds
Chairs and Beds


Be careful when placing chairs and beds as each comes in two flavors.  The first can be found under World Object/Static/Furniture. These chairs and beds are set decoration and you cannot lie on them to sleep or sit on them. The second type is listed under World objects/Furniture. These are interactive. You can tell the difference because the usable items come with two blue wire frame models attached which show the starting and finishing position of a character as the in-game animation runs. (Beds - NPCs only). Again position these to avoid collision detection.
Be careful when placing chairs and beds as each comes in two flavors.  The first can be found under World Object/Static/Furniture. These chairs and beds are set decoration and you cannot lie on them to sleep or sit on them. The second type is listed under World objects/Furniture. These are interactive. You can tell the difference because the usable items come with two blue wire frame models attached which show the starting and finishing position of a character as the in-game animation runs. (Beds - NPCs only). Again position these to avoid collision detection.
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